* Reduce Spam from the TabList by not sending every package multiple times
VelocityTabList#processUpsert called entry.setX which will create a package and send it to the client.
BackendPlaySessionHandler doesn't return true for those packages, therefore the package for tab list updates will be send two times.
* Cleanup TabList#buildEntry, added listed status to Entry builder
Please note that aspects of the new API are not implemented, especially
regarding the newly added signed messaging stuff, this is just to keep
in sync with other projects.
* Fix "pointers" for players never being used lol
* Added Platform Facet API to add Type pointers
* Remove duplicate
* Fix some connection things
* Make checkstyle happy?
* Implement chat queue for ordered chat.
* Update system to handle spoofed chat as well.
* Fix checkstyle erroring on bad indentation.
* Fix ChatQueue to use whenComplete instead of thenRun
* Merge upstream.
* Checkstyle
* Deny denied commands.
* 1.19.1-rc1
* More signature changes
* Further 1.19.1 changes
I also started on the checkstyle update, see the developers notes
for the rest I haven't gotten around to fixing yet.
* Fix checkstyle
* Checkstyle imports
* Fix logic error
* Changes 1.19.1-pre2
* 1.19-pre3
* Progress, some parts still WIP
* Overlooked changes
* Fix ServerData
* Fix ServerLogin send check
* Workaround the broken behavior of "No Chat Reports"
Note that if we ever choose to enforce chat signatures, then the mod will just break again... not our fault if we do that, you get what you pay for.
* more
Co-authored-by: Shane Freeder <theboyetronic@gmail.com>
Co-authored-by: Andrew Steinborn <git@steinborn.me>
* Implement the ServerData packet by firing ProxyPingEvent
Mojang introduced the enable-status server property with Minecraft 1.19, which if enabled causes servers to close the connection when a client tries to ping them. Mojang wants to show the MOTD and favicon on the server select screen for those who manage to log in, so we need to implement this packet as well.
The good news is that we can send this packet as many times as needed on the same connection
This matches the behavior of pinging the server. This is a minor, but completely backwards-compatible, API breakage: Player inherits from InboundConnection so we do not have to change ProxyPingEvent, however plugins not expecting a Player might get confused.
* typo